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Rework of eq_dictionary
This commit is contained in:
+12
-12
@@ -485,7 +485,7 @@ int32 Client::GetRawItemAC()
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{
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int32 Total = 0;
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// this skips MainAmmo..add an '=' conditional if that slot is required (original behavior)
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for (int16 slot_id = EmuConstants::EQUIPMENT_BEGIN; slot_id < EmuConstants::EQUIPMENT_END; slot_id++) {
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for (int16 slot_id = EQEmu::Constants::EQUIPMENT_BEGIN; slot_id < EQEmu::Constants::EQUIPMENT_END; slot_id++) {
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const ItemInst* inst = m_inv[slot_id];
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if (inst && inst->IsType(ItemClassCommon)) {
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Total += inst->GetItem()->AC;
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@@ -1067,9 +1067,9 @@ int32 Client::CalcAC()
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}
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// Shield AC bonus for HeroicSTR
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if (itembonuses.HeroicSTR) {
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bool equiped = CastToClient()->m_inv.GetItem(MainSecondary);
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bool equiped = CastToClient()->m_inv.GetItem(SlotSecondary);
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if (equiped) {
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uint8 shield = CastToClient()->m_inv.GetItem(MainSecondary)->GetItem()->ItemType;
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uint8 shield = CastToClient()->m_inv.GetItem(SlotSecondary)->GetItem()->ItemType;
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if (shield == ItemTypeShield) {
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displayed += itembonuses.HeroicSTR / 2;
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}
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@@ -1096,9 +1096,9 @@ int32 Client::GetACMit()
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}
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// Shield AC bonus for HeroicSTR
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if (itembonuses.HeroicSTR) {
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bool equiped = CastToClient()->m_inv.GetItem(MainSecondary);
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bool equiped = CastToClient()->m_inv.GetItem(SlotSecondary);
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if (equiped) {
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uint8 shield = CastToClient()->m_inv.GetItem(MainSecondary)->GetItem()->ItemType;
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uint8 shield = CastToClient()->m_inv.GetItem(SlotSecondary)->GetItem()->ItemType;
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if (shield == ItemTypeShield) {
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mitigation += itembonuses.HeroicSTR / 2;
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}
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@@ -1306,7 +1306,7 @@ uint32 Client::CalcCurrentWeight()
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ItemInst* ins;
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uint32 Total = 0;
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int x;
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for (x = EmuConstants::EQUIPMENT_BEGIN; x <= MainCursor; x++) { // include cursor or not?
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for (x = EQEmu::Constants::EQUIPMENT_BEGIN; x <= SlotCursor; x++) { // include cursor or not?
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TempItem = 0;
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ins = GetInv().GetItem(x);
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if (ins) {
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@@ -1316,7 +1316,7 @@ uint32 Client::CalcCurrentWeight()
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Total += TempItem->Weight;
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}
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}
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for (x = EmuConstants::GENERAL_BAGS_BEGIN; x <= EmuConstants::GENERAL_BAGS_END; x++) { // include cursor bags or not?
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for (x = EQEmu::Constants::GENERAL_BAGS_BEGIN; x <= EQEmu::Constants::GENERAL_BAGS_END; x++) { // include cursor bags or not?
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int TmpWeight = 0;
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TempItem = 0;
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ins = GetInv().GetItem(x);
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@@ -1329,9 +1329,9 @@ uint32 Client::CalcCurrentWeight()
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if (TmpWeight > 0) {
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// this code indicates that weight redux bags can only be in the first general inventory slot to be effective...
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// is this correct? or can we scan for the highest weight redux and use that? (need client verifications)
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int bagslot = MainGeneral1;
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int bagslot = SlotGeneral1;
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int reduction = 0;
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for (int m = EmuConstants::GENERAL_BAGS_BEGIN + 10; m <= EmuConstants::GENERAL_BAGS_END; m += 10) { // include cursor bags or not?
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for (int m = EQEmu::Constants::GENERAL_BAGS_BEGIN + 10; m <= EQEmu::Constants::GENERAL_BAGS_END; m += 10) { // include cursor bags or not?
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if (x >= m) {
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bagslot += 1;
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}
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@@ -1355,7 +1355,7 @@ uint32 Client::CalcCurrentWeight()
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This is the ONLY instance I have seen where the client is hard coded to particular Item IDs to set a certain property for an item. It is very odd.
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*/
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// SoD+ client has no weight for coin
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if (EQLimits::CoinHasWeight(GetClientVersion())) {
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if (EQEmu::Limits::CoinHasWeight(GetClientVersion())) {
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Total += (m_pp.platinum + m_pp.gold + m_pp.silver + m_pp.copper) / 4;
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}
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float Packrat = (float)spellbonuses.Packrat + (float)aabonuses.Packrat + (float)itembonuses.Packrat;
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@@ -2205,12 +2205,12 @@ int Client::GetRawACNoShield(int &shield_ac) const
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{
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int ac = itembonuses.AC + spellbonuses.AC + aabonuses.AC;
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shield_ac = 0;
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const ItemInst *inst = m_inv.GetItem(MainSecondary);
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const ItemInst *inst = m_inv.GetItem(SlotSecondary);
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if (inst) {
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if (inst->GetItem()->ItemType == ItemTypeShield) {
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ac -= inst->GetItem()->AC;
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shield_ac = inst->GetItem()->AC;
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for (uint8 i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; i++) {
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for (uint8 i = AUG_BEGIN; i < EQEmu::Constants::ITEM_COMMON_SIZE; i++) {
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if (inst->GetAugment(i)) {
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ac -= inst->GetAugment(i)->GetItem()->AC;
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shield_ac += inst->GetAugment(i)->GetItem()->AC;
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